Guardian WvW | Small Group Greatsword, Hammer | Assaulter Beast Mode Virtue GS/Ham VIDEO

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Summary

*update 5/9/15. I have found even a better trait setup. Giving you Vigor on critical hits and adding a Blind when you use Virtue of Justice. Just more chances to stomp, negate a major enemy attack. And to dodge major attacks

 

NEW TRAITS
Radiance (1 point)
Valor I X XII (6 points)
Honor (1 point)
Virtues II IX X (6 points)
(basically takes 2 points from Zeal and give 1 point to Radiance, 1 to Honor. Valor, Virtue tree stays the same)

 

Finally, a build that let's you get in the mix and dish it out. I choose not to go with Staff or Scepter, as I prefer a more aggressive style: Greatsword/Hammer. But this build is not a glass build. This build is balanced with tons of heals, fury, condi clears, stun locks... survivability with destructive power.

 

I am posting this build because I have found a breakthrough: I can go full Meditation Utility Skills AND have stability.

 

List of Features:
-Stability
-Stun Breaks
-mass Condition Clears
-Fury Bursts
-Meditation Heals galore
-Skills that negate Burst Combos
-permanent 25% Movement Speed (Traveler Runes)
-Vigor boons

 

+45% Boon Duration
+70% Retaliation Duration

 

Here is a video of me in WVW

 

Here are 2 videos of a few combos:
https://www.youtube.com/watch?v=ZEhBHBVBpgY&feature=youtu.be

 


I. Weapons and Skills

Soldier's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Soldier's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Virtue of Justice19¼
    Virtue. Burn foes with every fifth attack.
    Activate: You and your allies inflict burning on the next attack.
    Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)Might: 5 s
  • Virtue of Resolve38½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84Regeneration: 5 s
  • Virtue of Courage57¾
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sProtection: 5 sStability: 3 s
  • Strike½
    Strike your foe.
    Damage: 296Range: 130
    • Vengeful Strike½
      Strike your foe again.
      Damage: 296Range: 130
    • Wrathful Strike½
      Attack with a final, powerful strike that applies might for each foe you strike.
      Damage: 443Might: 5 sRange: 130
  • Whirling Wrath¾ 10
    Spin in place and swing your greatsword while hurling powerful projectiles.
    Damage (9x): 1,251Combo Finisher: WhirlRange: 600
    • 0
    • 0
  • Leap of Faith½ 15
    Leap at your foe. On hit, blind nearby foes.
    Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
    • 0
    • 0
  • Symbol of Wrath¼ 20
    Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
    Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
    • 0
    • 0
  • Binding Blade¾ 30
    Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
    Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
    • Pull¾
      Pull your foes to you.
      Leash Range: 600Range: 900
    • 0
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 0
  • Contemplation of Purity48
    Meditation. Convert the conditions you are suffering from into boons.
    Breaks stun
    • 0
  • Smite Condition¼ 16
    Meditation. Cure a condition and damage nearby foes. More damage if a condition is cured.
    Damage with no conditions: 207Damage with condition: 463
    • 0
  • Judge's Intervention36
    Meditation. Teleport to your target and burn nearby foes.
    Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
    • 0
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0

Weapon and Skill Details

Smite Condition
-use it right before a Burst Combo and it will make your combos so much more deadly.
-useful if you have 1 condition that NEEDS to be cleared.
-useful against a long, single condition of blind
-the 15 second cooldown for 2k heal is quite useful


II. Traits

Adept Master Grandmaster

Trait Details

Stability - Indomitable Courage, Virtue of Courage, Renewed Focus. Whenever you use Virtue of Courage, you will have stability for about 5 seconds. If you need another one, use Renewed Focus for another Virtue of Courage

 

Stun Breaks - Contemplation of Purity, Judge's Intervention. Judge's Intervention can instantly teleport you away from a bad situation if you select another target far away

 

Mass Condi Clears - Virtue of Resolve, Renewed Focus, Contemplation of Purity. Virtue of Resolve heals 3 conditions each. Renewed Focus gives you another one.

 

Fury Bursts - Focused Mind, + (any meditation skill). This trait will give you Fury when you use a Meditation Skill, I advise to use Smite Condition or Judge's Intervention right before a powerful burst combo. This ability maintains great damage even though you have good survivability

 

Meditation Heals galore - Contemplation of Purity, Smite Condition, Judge's Intervention, Renewed Focus. All heal about 2k each skill

 

skills that negate Burst combos - Renewed Focus, Shelter. If you know you will be bursted down by their most powerful moves, use these 2 moves to stop that

 

Retaliation - Vengeful + (any Virtue skills), Symbol of Wrath. +70% total Retaliation duration. Any time you activate a Virtue you get retaliation. Symbol of Wrath also gives good retaliation

 

Vigor Boons - Vigorous Precision. Whenever you land a critical hit, you get Vigor. Sometimes, that 1 dodge can make the difference


III. Stat Specifics & Effects

Primary Stats

  • Health 17595 (+5950)
  • Vitality 1511 (+595)
  • Armor 3067 (+880)
  • Toughness 1796 (+880)
  • Attack 3512 (+1496)
  • Power 2412 (+1496)
  • Critical Hit 37% (+37%)
  • Precision 1541 (+625)

Secondary Stats

  • Boon Duration 45% (+45%)
  • Condition Damage 36 (+36)
  • Condition Duration 20% (+20%)
  • Critical Damage 50% (+50%)
  • DMG Taken from Guards and Lords -3% (+-3%)
  • DMG to Guards and Lords 3% (+3%)
  • Damage 1100 (+0%)
  • Defense 1271 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 759 (+759)
  • Healing Power 99 (+99)
  • Movement Speed 25% (+25%)
  • Retaliation Duration 25% (+25%)
  • Virtue Recharge Rate 30% (+30%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

Here's a summary of gear used

 

Armor: Berzerker
Weapons: Soldiers

 

Backpiece: Clerics
Amulet: Berzerker
Accessories: Soldiers
Rings: Soldiers

 

This has been a good balance so far


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Mango Pie
Duration: 30min
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Gain 85 health every second
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Zojja's Visor
  • Defense: 127
  • Power: 63
  • Precision: 45
  • Ferocity: 45
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Zojja's Pauldrons
  • Defense: 127
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Zojja's Breastplate
  • Defense: 381
  • Power: 141
  • Precision: 101
  • Ferocity: 101
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Zojja's Warfists
  • Defense: 191
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Zojja's Tassets
  • Defense: 254
  • Power: 94
  • Precision: 67
  • Ferocity: 67
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Zojja's Greaves
  • Defense: 191
  • Power: 47
  • Precision: 34
  • Ferocity: 34
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Armor Stat Totals

  • Defense 1271
  • Power 473
  • Precision 351
  • Toughness 36
  • Vitality 36
  • Condition Damage 36
  • Healing Power 36
  • Ferocity 351
  • Boon Duration 15%
  • Condition Duration 10%
  • Movement Speed 25%

Rune Bonuses

Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Cleric's BackDefensive Slot
  • Healing Power: 63
  • Power: 40
  • Toughness: 40
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Lost Seal of UsokuOffensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Royal Signet of DoricDefensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Durmand's PenDefensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Golden Relic of RinOffensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:684
  • Precision:108
  • Ferocity:108
  • Toughness:373
  • Healing Power:63
  • Vitality:318
  • DMG to Guards and Lords:3%
  • DMG Taken from Guards and Lords:-3%

Weapon Set Sigils

Soldier's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Soldier's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Sigil of Hydromancy. Great way to hold and plow through your enemy with Whirling Wrath (Greatsword). Low cooldown

 

Sigil of Intelligence. Swap to (Hammer) then use Mighty Blow. 3 targets within its range will get smashed

 



V. Basic Gameplay

stay close, when there is an opening, use the short combination chains below to maximize damage

 

In 1v1 fights, try to keep in mind on how to counter your opponent's locks/dps while landing your own locks/dps. Try to land multiple Whirling Wraths

 

Judge's Intervention is a very powerful but long cooldown move. Try to judge when they are at their weakest, with no cooldown escape moves left and are running away. This is how you finish them off


Main Skill Rotation

Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Ring of Warding¾ 40
Ward. Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
Duration: 5Range: 180

effective at 300 range

 

mighty blow - cuts the distance
zealot's embrace - stops them while you walk right next to them. this move has a high chance to lock when you are closer
ring of warding - while next to enemy, lock them into the ring

 


Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
Ring of Warding¾ 40
Ward. Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
Duration: 5Range: 180
Symbol of Wrath¼ 20
Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

effective at 1200 range

 

lock them into the ring from a 1200 range distance. finish with powerful dps

 

*advanced skill: prestart Ring of Warding, then use Judge's Intervention halfway through the channel. Instant execution, they will never expect it


Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
Binding Blade¾ 30
Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
Pull¾
Pull your foes to you.
Leash Range: 600Range: 900
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

effective at 1500 range

 

this combo is designed to pull a group into your Whirling Wrath. it is a very powerful move that hooks multiple targets within a 600 range

 

*advanced skill: prestart Binding Blades, then use Judge's Intervention halfway through the channel. Instant execution, they will never expect it


Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast

effective at 600 range

 

Use a 600 range, AOE, blinding leap. Then a 300 leap AOE Mighty Blow, that also gives 3 targets a full crit slam


Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

effective at 300 range

 

leap into them, Hydromancy Sigil freezes them while you slice through with Whirling Wrath


Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

effective from about 400-500 distance

 

immobolize, leap pound them, then finish with a hydromancy Whirling Wrath. all one combo. usually useful when already following close behind


Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
Binding Blade¾ 30
Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
Pull¾
Pull your foes to you.
Leash Range: 600Range: 900
Symbol of Wrath¼ 20
Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

effective from 600-900 range. recommended for multiple enemies

 

cut the distance, blind them, then hook them with Binding Blade. great way to jump into a bunched-up group of enemies


Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Ring of Warding¾ 40
Ward. Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
Duration: 5Range: 180
Hammer Swing½
Strike your foe.
Damage: 296Range: 130
Hammer Bash½
Bash your foe.
Damage: 333Range: 130
Symbol of Protection
Symbol. Create a symbol that gives protection to you and your allies.
Damage: 370Damage (4x): 740x3Protection: 1 sCombo Field: LightRange: 180

effective from 600-800 range

 

Leap of Faith - 600 range cutter, with blind
Zealot's Embrace - Leap of Faith lets us be right next to enemy, so this move's chances go way up to lock.
Mighty Blow - still does 100% crit damage because of Sigil of Intelligence
Ring of Warding - lock them in
Hammer Swing x3 - to get the Symbol of Protection to come out for dps and protection boon


Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
Binding Blade¾ 30
Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
Pull¾
Pull your foes to you.
Leash Range: 600Range: 900
Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Ring of Warding¾ 40
Ward. Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active.
Duration: 5Range: 180

effective from 1200-1500 range

 

this one is useful for catching the runner that your party is trying catch. usually after your party has won the fight

 

not damage-oriented


Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

effective at 300 range

 

this combo is designed to not have to rely on long cooldown moves.and Zealot's Embrace has a stronger lockdown than Sigil of Hydromancy


Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600
Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
Binding Blade¾ 30
Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
Pull¾
Pull your foes to you.
Leash Range: 600Range: 900
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

here is the full rotation introduced from above. designed to give them (2) Whirling Wraths back to back.
1) First, use MightyBlow, Zealot's Embrace, Whirling Wrath....

 

2) Then after the first Whirling Wrath, wait 10 seconds for it to come back up.Then use the second combo Leap of Faith, Binding Blade, Whirling Wrath


Banish1 25
Launch your foe with a powerful smash.
Damage: 370Blowout: 750Range: 130
Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600

when you need to repel someone off you. you can use this combo to turn the tables around


Zealot's Embrace1 15
Send a wave toward your foe that immobilizes foes in a line.
Damage: 296Immobilized: 2 sRange: 1,200
Banish1 25
Launch your foe with a powerful smash.
Damage: 370Blowout: 750Range: 130

effective around 400 range

 

immobolizes long enough for you to knock them at any angle you please. great for cliffs


Judge's Intervention36
Meditation. Teleport to your target and burn nearby foes.
Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200
Banish1 25
Launch your foe with a powerful smash.
Damage: 370Blowout: 750Range: 130

effective at 1200 range

 

great for knocking back for situations where the enemy is not mobile. if they are channeling Meteor Shower, etc.

 

I mainly use it to save a friend being stomped, instant teleport and knock them far away


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